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Play with identity based caching and lazy caching for slower computers #31

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SHsuperCM opened this issue Sep 18, 2021 · 3 comments
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@SHsuperCM
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Caching the cit on the itemstack should yield much better performance in theory.

@SHsuperCM SHsuperCM self-assigned this Sep 18, 2021
@SHsuperCM
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The cache should be cleared on interval to fix inconsistencies.

@SHsuperCM
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Make it configurable to allow faster computers to get cits in realtime and slower computers to lazily cache the cits.

@SHsuperCM
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Findings:

Specs: 
    CPU: i5 9600KF @4.8GHz
    GFX: RTX 2080 Super

Loaded:
    CITs:  5843
    Packs: 8

Running with 2 chunk render distance in a flat world looking directly up and 
into a chest that has unique cit items and non cits items scattered.

Observations:
    REALTIME vs EVERY TICK caching:
        Added ~10 fps in the dev environment(running in debug mode).
    More than EVERY TICK caching:
        Not noticeable but boost is there, got an extra ~2 fps on average between every tick vs every 100 ticks.
        I don't believe high caching intervals would be necessary on mid to high end pcs.

Dont have a lower end pc to test this on sadly but in theory, the more cits there are + the slower the cpu, the more effective higher cache intervals should be.

If anyone stumbles across this issue and would like to make a findings report, feel free to do so. Use the format above and run in a clean setup(no background tasks or unpredictable things happening in the game, preferably with low render distance).

SHsuperCM added a commit that referenced this issue Sep 19, 2021
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